View-Dependent Character Animation
Title | View-Dependent Character Animation PDF eBook |
Author | Parag Chaudhuri |
Publisher | Springer Science & Business Media |
Pages | 149 |
Release | 2007-05-15 |
Genre | Computers |
ISBN | 1846285917 |
Creating moving camera character animations in 3D is a multi-faceted computer graphics and computer vision problem that requires a formal representation of the moving camera, and efficient algorithms to help author manage and render the multitude of character poses required for the animation. This well-researched book introduces view-dependent character animation, covering all the relevant background work. Numerous example animations are offered to explain and illustrate this versatile technique.
View-Dependent Character Animation
Title | View-Dependent Character Animation PDF eBook |
Author | Parag Chaudhuri |
Publisher | Springer Science & Business Media |
Pages | 149 |
Release | 2007-09-24 |
Genre | Computers |
ISBN | 1846287626 |
Creating moving camera character animations in 3D is a multi-faceted computer graphics and computer vision problem that requires a formal representation of the moving camera, and efficient algorithms to help author manage and render the multitude of character poses required for the animation. This well-researched book introduces view-dependent character animation, covering all the relevant background work. Numerous example animations are offered to explain and illustrate this versatile technique.
Immersive Video Technologies
Title | Immersive Video Technologies PDF eBook |
Author | Giuseppe Valenzise |
Publisher | Academic Press |
Pages | 686 |
Release | 2022-09-29 |
Genre | Computers |
ISBN | 0323986234 |
Get a broad overview of the different modalities of immersive video technologies—from omnidirectional video to light fields and volumetric video—from a multimedia processing perspective. From capture to representation, coding, and display, video technologies have been evolving significantly and in many different directions over the last few decades, with the ultimate goal of providing a truly immersive experience to users. After setting up a common background for these technologies, based on the plenoptic function theoretical concept, Immersive Video Technologies offers a comprehensive overview of the leading technologies enabling visual immersion, including omnidirectional (360 degrees) video, light fields, and volumetric video. Following the critical components of the typical content production and delivery pipeline, the book presents acquisition, representation, coding, rendering, and quality assessment approaches for each immersive video modality. The text also reviews current standardization efforts and explores new research directions. With this book the reader will a) gain a broad understanding of immersive video technologies that use three different modalities: omnidirectional video, light fields, and volumetric video; b) learn about the most recent scientific results in the field, including the recent learning-based methodologies; and c) understand the challenges and perspectives for immersive video technologies. - Describes the whole content processing chain for the main immersive video modalities (omnidirectional video, light fields, and volumetric video) - Offers a common theoretical background for immersive video technologies based on the concept of plenoptic function - Presents some exemplary applications of immersive video technologies
Data-Driven 3D Facial Animation
Title | Data-Driven 3D Facial Animation PDF eBook |
Author | Zhigang Deng |
Publisher | Springer Science & Business Media |
Pages | 303 |
Release | 2008 |
Genre | Computers |
ISBN | 1846289068 |
Data-Driven 3D Facial Animation systematically describes the important techniques developed over the last ten years or so. Comprehensive in scope, the book provides an up-to-date reference source for those working in the facial animation field.
Motion in Games
Title | Motion in Games PDF eBook |
Author | Arjan Egges |
Publisher | Springer |
Pages | 265 |
Release | 2008-11-07 |
Genre | Computers |
ISBN | 3540892206 |
This book constitutes the thoroughly refereed post-workshop proceedings of the First International Workshop on Motion in Games, held in Utrecht, The Netherlands, during June 14-17, 2008, in collaboration with the NLGD Festival of Games. The 24 revised papers presented during the workshop cover topics on crowd simulation; virtual humans; motion synthesis; interfaces; navigation and steering; and facial and behavioral animation.
The Algorithms and Principles of Non-photorealistic Graphics
Title | The Algorithms and Principles of Non-photorealistic Graphics PDF eBook |
Author | Weidong Geng |
Publisher | Springer Science & Business Media |
Pages | 368 |
Release | 2011-02-02 |
Genre | Computers |
ISBN | 3642048919 |
"The Algorithms and Principles of Non-photorealistic Graphics: Artistic Rendering and Cartoon Animation" provides a conceptual framework for and comprehensive and up-to-date coverage of research on non-photorealistic computer graphics including methodologies, algorithms and software tools dedicated to generating artistic and meaningful images and animations. This book mainly discusses how to create art from a blank canvas, how to convert the source images into pictures with the desired visual effects, how to generate artistic renditions from 3D models, how to synthesize expressive pictures from textual, graphical and pictorial data, and how to speed up the production of cartoon animation sequences with temporal coherence. It is intended for researchers and graduate students in the fields of computer graphics, digital media arts, and cartoon animation. Dr. Weidong Geng is a professor at the Department of Digital Media Technology and State Key Laboratory of Computer Aided Design and Computer Graphics, Zhejiang University, China.
Computer Vision, Imaging and Computer Graphics Theory and Applications
Title | Computer Vision, Imaging and Computer Graphics Theory and Applications PDF eBook |
Author | José Braz |
Publisher | Springer |
Pages | 625 |
Release | 2017-08-08 |
Genre | Computers |
ISBN | 3319648705 |
This book constitutes thoroughly revised and selected papers from the 11th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2016, held in Rome, Italy, in February 2016. VISIGRAPP comprises GRAPP, International Conference on Computer Graphics Theory and Applications; IVAPP, International Conference on Information Visualization Theory and Applications; and VISAPP, International Conference on Computer Vision Theory and Applications. The 28 thoroughly revised and extended papers presented in this volume were carefully reviewed and selected from 338 submissions. The book also contains one invited talk in full-paper length. The regular papers were organized in topical sections named: computer graphics theory and applications; information visualization theory and applications; and computer vision theory and applications.